﻿Shader "custom/intermediate/opaque_1" {
	SubShader {
		Tags { "Queue" = "Geometry" }
		Pass {
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			struct vertexInput
			{
				float4 vertex : POSITION;
			};
			struct vertexOutput
			{
				float4 pos:SV_POSITION;
			};
			
			vertexOutput vert(vertexInput i)
			{
				 vertexOutput o;
				 o.pos = mul(UNITY_MATRIX_MVP, i.vertex);
				 return o;
			}
			
			float4 frag():COLOR
			{
				 return float4(1.0,1.0,1.0,1.0);
			}
			ENDCG
		}
	} 
	
	FallBack "Diffuse"
}